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Use color specified by material or nozzle to render objects
CURA-345
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parent
5d8a9a2cda
commit
f5bdc0295c
1 changed files with 31 additions and 4 deletions
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@ -10,9 +10,11 @@ from UM.View.Renderer import Renderer
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from UM.View.GL.OpenGL import OpenGL
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from cura.ExtrudersModel import ExtrudersModel
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import math
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## Standard view for mesh models.
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## Standard view for mesh models.
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class SolidView(View):
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def __init__(self):
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super().__init__()
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@ -22,6 +24,8 @@ class SolidView(View):
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self._enabled_shader = None
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self._disabled_shader = None
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self._extruders_model = ExtrudersModel()
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def beginRendering(self):
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scene = self.getController().getScene()
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renderer = self.getRenderer()
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@ -50,15 +54,38 @@ class SolidView(View):
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# TODO: Find a better way to handle this
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#if node.getBoundingBoxMesh():
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# renderer.queueNode(scene.getRoot(), mesh = node.getBoundingBoxMesh(),mode = Renderer.RenderLines)
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uniforms = {}
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if self._extruders_model.rowCount() > 0:
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# Get color to render this mesh in from ExtrudersModel
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extruder_index = 0
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extruder_id = node.callDecoration("getActiveExtruder")
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if extruder_id:
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extruder_index = self._extruders_model.find("id", extruder_id)
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if extruder_index:
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extruder_color = self._extruders_model.getItem(extruder_index)["colour"]
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try:
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# Colors are passed as rgb hex strings (eg "#ffffff"), and the shader needs
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# an rgba list of floats (eg [1.0, 1.0, 1.0, 1.0])
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uniforms["diffuse_color"] = [
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int(extruder_color[1:3], 16) / 255,
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int(extruder_color[3:5], 16) / 255,
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int(extruder_color[5:7], 16) / 255,
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1.0
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]
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except:
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pass
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if hasattr(node, "_outside_buildarea"):
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if node._outside_buildarea:
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renderer.queueNode(node, shader = self._disabled_shader)
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else:
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renderer.queueNode(node, shader = self._enabled_shader)
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renderer.queueNode(node, shader = self._enabled_shader, uniforms = uniforms)
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else:
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renderer.queueNode(node, material = self._enabled_shader)
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renderer.queueNode(node, material = self._enabled_shader, uniforms = uniforms)
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if node.callDecoration("isGroup"):
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renderer.queueNode(scene.getRoot(), mesh = node.getBoundingBoxMesh(),mode = Renderer.RenderLines)
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renderer.queueNode(scene.getRoot(), mesh = node.getBoundingBoxMesh(), mode = Renderer.RenderLines)
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def endRendering(self):
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pass
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